As the Japanese player I looooooove to get sneaky ipc's like Alaska, New Zealand, Panama and even Brazil. You force the US to devote time and resources to you while you're pushing into the SU and not only help yourself but also the German cause.
@CaptainVasiliArkhipov
Жыл бұрын
A late game Axis plan can be a Japan takes America strategy.1st you'll need the United States successfully transporting many turns of armies overseas as Japan does likewise towards the Russians, then 2nd, you'll need an effective temporary plan to interrupt the Atlantic transport fleets(US particularly), and finally 3rd, a sudden surge in Japanese transport builds because they are retreating from Asia and landing in Alaska, west coast here we come. All this assumes minimal extra USA armies in the Americas, just the marching to ship armies, two full turns of purchases compared to 10+ transports full per turn landing in Alaska, Japan can keep this landing up for 3-6 turns, if they have more income it may be enough to trade Asia for the Americas
@wildebtw
Жыл бұрын
We started adding rules. Battleships are two hit. We tilt it to show a hit. A hit battleship hits on 3 or less and moves one. At a home port with an industrial complex during the buy phase a battleship can be repaired for 1ipc but is out of service that turn.
@superilikeeggsyo
7 жыл бұрын
SUPER LATE COMMENT ON THIS BUT: imo easiest way (and only real viable way against a strong opponent) Axis win A&A classic is to achieve economic victory (Reach 84 production by the end of a round). The Axis start with a measly 57, and will lose 4 (2 from Norway, 2 from Ukr) almost immediately, leaving them with 53 to start with. Germany's objective is to do basically what you and everyone else in this thread has said: "Not Die." However, once they've successfully reached a stalemate with the WA, they can try to dive into Africa to sneak in a few extra IPCs there. Africa/the Middle East has 11 IPCs beyond the 2 Germany starts with in North Africa, which could potentially bring the Axis economy to 64 at best (assuming the Germans are able to keep the British and Americans out of Africa for a turn). That still leaves 20 IPCs of territory that Japan needs to grab. A tough feat, but possible given that 100% of the USSR's economy is going to be placed in Karelia and the Americans and British have an extremely slow start on the Asian mainland. China+Sinkiang gives Japan 4 IPCs. India gives 3. Far East+Yakut gives 4. That totals 11 IPCs to be gained easily by Japan. Just 9 shy of the victory threshold. 9 IPCs are found between Ukraine, Kazakh, Novosibirsk and Evenki. Taking and holding those last territories while also holding 100% of Africa (although I guess Japan could sneak a transport into Madagascar or Australia) is the hardest part of the entire plan, as by time the Axis reach this point the economic advantage of the Allies will start kicking in hard. I think the trick is to simply not play over-aggressively with Germany. If Japan can reach the India/Persia/Sinkiang/Yakut front and start threatening Caucasus/Kazakh/Novosibirsk/Evenki the allies will be forced to actually address the Japanese threat. Any IPCs the allies send after Japan is IPCs they're *not* sending after Germany, making their job feasible. Have you made a video addressing the potential for Axis economic victory? This series is a bit old so I've forgotten.
@KeeganB-uw9po
7 жыл бұрын
Hey, I watched your video's on tournament rules, and looked at the word document on the the link you told me to look at. They really helped, thanks
@JonathanMeyer84
7 жыл бұрын
Great! Please let me know if you have any questions.
@robejaegs
3 ай бұрын
you're missing the Russian transport that goes with the sub off the coast of Karelia
@jeremyfield4148
7 жыл бұрын
I always put the UK sub behind the Suez Canal. Unless you own both territories you cannot go through the Suez Canal. That way you have a sneak attack on the German battleship
@math080guy
5 жыл бұрын
That was the biggest mistake my group was making in the beginning, before the second edition rules came out, because the manual didn't explicitly state "North of Anglo Egypt-Sudan". Just one of those things. Our problem with that was, without the sub in the med, the Germans almost always took AES, and thus we couldn't get back in the med...
@mikedearing6352
7 ай бұрын
I'm remembering the submarine must be placed in the Mediterranean
@stevearaujo6543
3 жыл бұрын
Hey Jonathan. I like your vids.Your uk strategy is interesting. I have played this game a lot with my friends over the years. I would like to buy the raised planes. Where do you get them?
@CptChampie
3 жыл бұрын
Hi Jonathan and A&A friends, random question about transports and bridging here. When let's say in the sea surrounding Japan there are two transports, a japanese one and a german one. Can Japan then move 4 infantry in one turn from Japan to the asian mainland using both transports as bridges? In the manual this is unclear because it says the units in the allied transport can unload in the next turn, but this is after moving which is not the case when bridging. Out of curiousity.
@JonathanMeyer84
3 жыл бұрын
You cannot. Germany could move 2 infantry from Japan to the Asian mainland via its 2 transports. It can move the other 2 infantry onto Japan's transports on that turn, and then move them onto the Japanese mainland the following turn.
@brettsgamingtavern7429
6 жыл бұрын
My go to strategy for Germany, is to take out Britain in my first move. I have only not succeeded in this attempt once. It is a very high risk, and is highly dependant on how hard russia hit the germans. I have won as the axis everytime with this strategy. The time i didnt manage to take britain, i still won overall, but it was a HUGE struggle. I have played as the axis about 5 times now, i think. They are very hard to win as, but so far 5 for 5. I have lost once as russia, as the allied ally... but i was the sacrifice to save britain ,so it was acceptable
@JonathanMeyer84
6 жыл бұрын
That seems implausible, given the limited number of German transports.
@math080guy
5 жыл бұрын
Yea, NO. Sorry, but that is not possible unless your using totally loaded dice, lol. Maybe, if you can tell me what you were doing {wrong}, it would be worth doing a video to disprove. I'm thinking that there were some misunderstandings about how the Luftwaffe could participate in such an Operation Sealion. The way I'm seeing this is, there are just two infantry, two fighters, and one bomber that can possibly make the ground battle force of this plan, and as the UK has two infantry, a tank, two fighters, plus a bomber defending at 1, not to mention the AA fire, I'm just not seeing this as possible as a repeatable experience. OTOH, if this was early in your A&A career, and you didn't realise that the other 3 Luftwaffe fighters couldn't engage the ground forces because they were out of range, then that makes a lot of sense. Both I and my group made many mistakes in our early days. At first glance, if one didn't count the sea zone around the UK, or if the Kamikaze rules were in use, one might think that all 5 fighters, the bomber and the two infantry could be involved, and that (mistaken) understanding would indeed be a repeatable strategy. Looking at the initial positions, and disallowing the USSR it's first turn attack, and having them NOT stack their two ships with the UK fleet, then: Sea zone fight; Germany has two subs, three fighters, and the transport loaded with two infantry. The other two fighters and the bomber are reserved for the land battle, and so cannot take part in the naval battle. It's not hard to see the UK Battleship and transport sunk there, and you have no real risk of loosing your transport, so...then the land battle, the infantry land, the AA gun fires {Hopefully missing}, and then we have: 2@1, 2@3, 1@4 matched up against 1@1, 3@2, 2@4, and this likely results to both sides inflicting two casualties, (but to be fair, the UK is just as likely to inflict 3 hits as 2, but hey) say 2 hits each, we then have the Germans taking one infantry and one fighters as casualties, while the UK player would likely take two infantry (They could take off their bomber and 1 infantry, and this preserves their defense factor better, by a whole one, but some might do that.). This likely leads to 1@1, 1@3, 1@4 facing off with 1@1, 1@2, 2@4, and this again likely sees Germany hit twice, but probably only hitting once in return, but, to slant things somewhat in German's favor, say they get two hits again. At this point, the UK player would take the tank and bomber off, and retain 2 fighters on the defense, while Germany now has but one remaining attacker. If this attacker is the bomber, then Germany cannot conquer the UK, for lack of a surviving ground unit, and if they kept their infantry as their sole remaining unit, that is 1@1 vs 2@4. Germany looses this fight, reliable and repeatable. I could do a quick video to game this out, if you would like, but I'm interested in hearing what you folks were doing, back when you were first learning.
@thegoodcaptain1217
5 жыл бұрын
I just delete troll comments like this.
@CaptainVasiliArkhipov
2 жыл бұрын
Playing tech roll first turn. Germany can have heavy bombers and or long range aircraft. This will change sea lion odds towards the Germans favor, anti-aircraft fire of course can doom this plan completely.
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